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4.1  Structured Paradox

Magickal effects invoked consistently in the same manner can
sometimes be made to produce Paradox effects that are likewise,
predictable - at least to some extent.  This sort of 'Structured
Paradox' only occurs in conjunction with Foci-driven Rotes.  Non-
focused and impromptu magick always draws more random forms of
Paradox.
     Exactly how a Rote is structured depends on the paradigm of
the mage.  In effect, the mage accepts a paradox side-effect,
making it part of his understanding of or belief in the
functioning of the Rote.  Sometimes this paradox can even 'come
before' the effect, requiring a difficult set of circumstances
before the Rote is used, or inflicting other limitations and
conditions not typical of sphere magick.  Once the paradox is
structured this way, it is very difficult to completely
eliminate, even if the effect is eventually incorporated into
static reality (the Technocracy is still trying to reduce auto
emissions, for instance), possibly rendering it useless for its
intended purpose (remember DDT?).  As the Technocrats have
demonstrated structured paradox may also offer an entry way for
the influences of Malfean Nephandi (what the Garou call the
Wyrm).
     Structured effects are slightly more in tune with static
reality, since they have predictable consequences.  Though still
Vulgar, they have a -1 difficulty (in the AMS this reduces the
maximum Quintessence you can spend to reduce difficulties).

Structuring a Rote:
     In order to take advantage of Structured Paradox, the mage
must specially research the Rote.  This requires many successes
(10 + 1 per dot in the Rote is a good guideline) on an extended
Attribute + Ability roll (difficulty 4 + the level of the Rote). 
The Ability used depends on the paradigm of the mage and the Rote
involved.  Mystics might use Occult or Meditation, while a Son of
Ether would likely use Science or Technology and a Virtual Adept
would almost certainly use Computer.  Each roll also requires the
mage to successfully cast the Rote (for research purposes), so
extra time is good, not only to reduce difficulty, but to give
the mage time to recover from the inevitable paradox.
     If all goes well, the mage can spend 1 experience per level
of the Rote to complete the process (if he doesn't have any
unspent exp, some 'field research' would be in order).  The
player and Storyteller should work out exactly how the Paradox is
Structured.  One way is for the Storyteller to describe the
Paradox effects of each 'test' and let the character pick one to
'work towards.'  The Storyteller then decides the exact effect
(possibly concealing long-term effects from the player).  

EX:

Rellik, an experienced Disciple of the Euthanotos, is fighting a
Vampire.  His first effect fails because of the ambiguity of the
Undead's pattern, in desperation, he uses forces to immolate his
adversary (in spite of the presence of witnesses, and the paradox
he has already accumulated).  The Kindred is completely
incinerated, but the Storyteller decides Rellik has enough
accumulated paradox for a backlash and rolls a moderately serious
effect.  For the next several days Rellik feels an unaccountable
bone-chilling cold (the ST figures there's some symmetry there  -
conjure heat, feel cold...) no matter how warm the environment. 
The players logic is a little different than the Storytellers,
however, Rellik thinks:  "I have ended the Undead's existence,
and as a result, have experienced the chill of the grave, so that
I will better understand what I have done."
       Shortly thereafter, Rellik, now an Adept of Entropy,
decides to Structure his Whither Life Rote so that it will have a
similar paradox effect (he'll have to suffer some negative aspect
of the victim's life whenever he uses it to kill).  Whither Life
is a bit broad for a Rote, so the player and ST come up with a
slightly more specific one that only kills (if it fails to kill
the victim it has no effect at all). Rellik calls it 'Blessing of
Shiva' and decides the focus will be pointing his consecrated
bone-wand at the victim and invoking that deity.  The Storyteller
sees more potential in the use of the Rote after it's
Structured than in the process itself, so they decide to resolve
it between sessions.
        Rellik doesn't want to use human subjects (even though he
does bestow the Good Death on occasion, he feels it would be
wrong to use that sacred duty in a form of experimentation), so
he decides to rid his house of rats in the course of his
experiments.  The Storyteller decides that Perception + Occult
makes sense for the research roll (Perception because the paradox
effect 'reveals' something about the victim).  Rellik's
difficulty on the Perception + Occult roll is 8 (4+the level of
the rote), for each roll he makes, he also has to cast his new
Rote (difficulty 7 - 4+4(vulgar w/o witness)-1(for using a focus
he no longer needs) - Arete Roll).  He needs to accumulate 14
successes (10+the total dots in the Rote) on the Perception +
Occult roll to Structure the Rote.
      Rellik decides to take a day between rolls (no bonus, the
ST considers giving him increased difficulty since that's pretty
fast for research, but both want Rellik to be in play for the
next session, so he lets it slide) and gets started.  He
accumulates 8 successes and a few Paradox (but no backlashes,
yet) after 3 days.  Rellik decides to invoke both Shiva and
Shakti as part of the Rote (ie. he's making some progress...),
and continues.  Two more rolls, and Rellik has accumulated 11
successes, and finally gets a backlash - he develops acute
paranoia.  After several days locked in his sanctum, and with his
wards renewed several times, Rellik emerges with a better
understanding of his new Rote, and makes one last roll choosing a
bird as the experimental subject (he doesn't want to go through
this rat-paradox-induced paranoia again), and spending a
Willpower, he gets 3 successes, for a total of 14.  As a result
he's racked with hunger for a few hours - the Rote seems to be
working the way he expected it.  The player spends 4 exp (total
dots in the rote) and notes the Structured Rote on his character
sheet.
     During a lull in the next Story, Rellik takes time to bestow
the Good Death on a sleeper he's been monitoring for a while (a
harried single mother - Rellik has examined her life and her Fate
(and the potential Fate of her child) and determined that she has
'lost her possibilities' in this life, and that the kid will be
better off without her - creepy but that's what Euthanotos do). 
Rellik uses 'Blessing of Shiva' to do the deed, and braces
himself for a fit of depression (one obvious, negative aspect of
the victim's life).  But, there's no immediate effect.  Instead,
as the Story winds down, and Rellik is back in his Sanctum,
recovering from a little Aggravated damage, when his rest is
interrupted by a neighbor knocking on his door.  The ST describes
the frantic neighbor at the door:
     "I'm so sorry to bother you, Mr. Keeler, but - you know
we're moving, right? - well I have to go out of town to meet the
agent in person today or the whole thing's going to fall through,
and I have no one to watch the kids.  My family doesn't live
around here, and my usual sitter's sick, and - well, there's just
no one else I can ask..."
     Rellik recognizes the workings of Fate & Paradox when he
sees them - so he's going to have to deal with a couple of awful
children for a few hours, it'll give him a perspective on the
life he's just taken, it's his own fault - and agrees to help. 
He's in for a surprise though, the children are bright and their
lives so full of possibility it almost hurts (Euthanotos spend so
much time spying on sleepers whose lives have become hollow
mockeries, it's quite a contrast).  They're both upset about
moving of course, but he takes the opportunity to explain to them
the inevitability of change, and how even changes that seem for
the worse can change us for the better (hinting at the Wheel)...
He leaves feeling that he has genuinely helped them, made a
positive (however small) difference in their you lives.
      Back at his Sanctum again, it starts to sink in:  That
experience was, indeed the result of the using his rote.  But it
didn't show him something negative in the victim's life, instead
it revealed a mistake he had made.  If he hadn't acted as he did,
the mother might have had the opportunity to make a difference -
however small - in her own child's life.  She hadn't really been
ready for the Good Death.  Rellik slowly goes back over the list
of potential victims that he keeps, crossing off most of the ones
that happen to be parents, and resolves to go on an Agama to
assure that he has not mistakenly created a Wraith... and to
somehow set things right if he has.



Specific Types of Structured Paradox:
     
Side F/X - This is an unpleasant, dangerous, inconvenient, or
just down right conspicuous effect that always occurs in
conjunction with the Rote.  The severity of the effect is
directly related to how much Paradox would have been generated -
ie it is a paradox effect that always manifests immediately, at
full effect, and in the same way.

Malfunction - This is similar to a side effect, but the Paradox
builds up (separate from the mage's normal Paradox), until the
effect is botched or the paradox reaches a Storyteller-defined
'critical level.'  Botches usually set off all the accumulated
paradox, while critical levels dump at least half.  Malfunction
paradox can 'fade' like normal paradox if the focus receives
constant 'maintenance.'

Consequences - A more mystical form of Structured Paradox, a
Consequence resembles a sort of 'cosmic justice.'  Usually a
similar or symbolically related effect will befall the caster or
some one or something of importance to him.  Unlike a side
effect, the Consequence is deferred until the Storyteller deems
it appropriate.  The Paradox of accumulated Consequences is
tracked separately from the mage's own.  A Consequence can
sometimes be avoided by undoing the effect that spawned it or by
casting effects with an opposed Consequence (for instance a
Verbena who uses Rip the Man Body on a Man in Black might be able
to avoid the Consequence of that effect if she Heals several
people).

Contamination - Usually appearing as another, minor form of
Structured Paradox at first, Contamination manifests slowly as a
paradox or Nephandic spirit or bane works through the effect. 
Paradox spirits seek to control or punish the mage.  Nephandi
will try to corrupt him, and banes (Malfean Nephandi) will spread
decay and corruption wherever the effect is used.  Contamination
is particularly dangerous to mages who don't have the Spirit
sphere.

Signature - This effect leaves behind evidence that uniquely
identifies the focus used (and often the mage as well).  For each
point of paradox generated one of the following signatures is
left behind:  physical (normal senses), forensic (Perception +
Investigation, Science, Medical, etc), Umbra (Spirit), magickal
(Prime), resonance (Mind), temporal (Time), or spacial
(Correspondence - acts as a link).  Once the signature is fixed,
it always manifests in the same way, even if less paradox is
generated.  If more paradox would have been generated, the
Storyteller can let it slide, give it to the mage, or save it up
for a malfunction or other effect.

Beacon - Similar to signature, count the Paradox generated as
Power for an Area Effect.  Every Awakened creature in the area is
immediately aware of the effect and can understand it as well as
if they witnessed it.  The Beacon is only apparent to Awakened
beings, and does not increase the likelihood of the effect being
'witnessed.'

Comedown - Usually affecting Life-enhancement effects, a Comedown
manifests as a negative magickal effect, when the effect that
generated it wears off.  The effect of the Comedown is usually
the precise opposite of the Rote it is associated with.  It has
an the same Intensity, and Power equal to the Paradox the Rote
would have generated.  A Comedown can be put off if the effect is
re-cast, but the additional potential Paradox accumulates more
Power for the Comedown - enough accumulated Paradox-Power can
make the Comedown effect permanent!

Consumption - The effect requires Quintessence to work, 1 Tass
per point of Paradox it would otherwise generate.  This Quint
must come from either the mage himself or from a specific type of
Tass with an appropriate form and resonance (decided when the
Rote is Structured).  This quintessence only cancels out the
paradox, it is in addition to any quintessence used to reduce
difficulties or increase Power.  If insufficient or inappropriate
'fuel' is available the effect will backlash at full power (in
the case of Tass) or bleed Quintessence (HLs) from the mage's
pattern (in the case of personal Quintessence).  Prime is not
required to cast or Structure a Rote with Consumption, though
Prime 5 can be used conjunctionally with a similar result
(channelling raw Quintessence to cancel 'random paradox
energies').

Reduced Paradox - The ideal result.  In searching for a way to
Structure the Paradox of the Rote, the mage has managed to reduce
the amount of Paradox it generates.  This usually occurs with
rotes that are already nearly Coincidental.  The Rote generally
produces 1 fewer Paradox than before though a nearly coincidental
effect may just become Coincidental.  Often occurs in conjunction
with a more subtle effect that may not be immediately evident.

Reduced Intensity - The effect is freed, wholly or partially, of
Paradox, but there is a corresponding loss of effectiveness. 
This is usually a radical reduction.  For instance, instead of
inflicting 15 Health Levels, a Structured version of the Ars
Ignes Rote might inflict 3 HL if the victim fails a Stamina roll. 
Direct effects can't inflict nearly as much damage.  Duration
could be measured in seconds, area in cubic centimeters, etc.  In
any case the effect should be clearly inferior to the normal
Rote, though not completely worthless.

Failing Power - The rote seems to generate no Paradox.  Instead,
the paradox accumulates (separately from the mage's), as a
'thickening' of reality.  Each subsequent use of the rote is less
powerful than the one before.  Exactly how this works is up to
the Storyteller.  The Rote might lose 1 Power for each time it's
been cast or for each Paradox it has generated (in which case,
the Paradox should fade, slowly).  Eventually the Rote can only
be used with massive infusions of Quintessence or long extended
rituals.

Dark Side - The mage succeeds in shunting the Paradox of the
affect away, but at a cost.  The mage has made contact with a
dark force, it may be outright contact with Nephandi, a tapping
of negative emotions within himself or a link with some dark void
like the Oblivion.  Using the Rote no longer generates Paradox,
instead, it imperils the mage's morality and, ultimately, his
soul/existence.  The exact system is up to the Storyteller. 
Generally, paradox from the Rote becomes 'dark side points' -
like temporary Angst in Wraith.  These points may fade slowly, or
be expunged by doing 'good deeds.'  An 'evil' use of the Rote or
accumulation of 10 temporary points either costs the Mage
Humanity, adds a dot to a permanent Angst, Johr, or Corruption-
like trait, or costs Arete.  If the mage succumbs to the darkness
(ie 'Angst' exceeds Will, Humanity 0, Arete 0, or whatever), he
becomes an evil, soulless, NPC.

Abomination - Though the Paradox generated by the Rote is forced
into a consistent form, that form is so horrible that only a
madman or Nephandus would consider using the effect once the
consequences are known.  The Rote generates no direct Paradox for
the mage, but the subjects (if it was to have been a beneficial
effect) or innocent bystanders involved suffer unspeakable side
effects.  Examples would be the Teleporter that scrambles the
genetic codes of those it transports, the miracle cure that turns
the recipients into brain-eating zombies, the super-weapon that
twists its wielder into a homicidal maniac, or the 'resurrection'
spell from Lovecraft's "Strange Case of Charles Dexter Ward."  

Conditions - The Rote is Paradox free or has reduced paradox, but
is only useable under certain conditions.  This can range from
the mage performing a special ritual (like a Changeling Bunk)
before casting the rote to a rote that only effects specific
targets, only works at a specific time ("the stars are not
right!"), or only functions in a specific way (much more specific
than typical of rotes).  It may be limited to a number of uses
per day (or ever).  Any condition that is substantially more
restrictive than normal for a Rote could be appropriate.  The
more sever the condition, the less paradox the Rote generates.

Inner Mysteries - The Rote is paradox free or has reduced
paradox, but only so long as the method of its casting is kept
secret.  If anyone who has not Structured the Rote himself ever
witnesses its casting - even another awakened mage - it loses
it's structure.  If witnessed, the Rote is considered Vulgar
w/Witnesses, even if the only witness is awakened.  If seen by
sleepers, the Rote automatically causes a Paradox Backlash as
well.  Once the secret is out, the Rote becomes Vulgar Magick and
cannot be re-Structured as an Inner Mystery again (unless,
perhaps, all witnesses are eliminated...)


Ex:

Anais Black, a Hollow One in a Mage/Werewolf Chronicle, has
learned to Step Sideways.  She enjoys the Spirit World, and the
Garou members of the troupe want to go on frequent Aislings, but,
she can't afford to build up Paradox every time she shifts in or
out of the Umbra (which is how her ST runs it - you're
disappearing or appearing from nowhere, after all). She's tried
to argue that she could Step into the Umbra from a secured,
hidden place, and return there to Step back Coincidentally, but
with little success, so the player has decided to have Anais
attempt to Structure her Stepping Sideways effect - she calls it
'Parting the Veil' - as an Inner Mystery (below) - thus if she
keeps it a secret, and never casts it in front of anyone, she
won't have to worry about Paradox as much.
     Anais designs a complex, 15 minute ritual that includes
magic circles, burning incense and sage, and velvet curtains hung
around her conjuring room. Since she's trying for an Inner
Mystery, the Storyteller rules she need to roll Intelligence +
Enigmas (not her best pool, only 5d, she'd have preferred Occult)
with 13 successes needed to structure the rote.  Since she's
fearful of Paradox (she didn't know about it when she Awakened,
and spent some time in a very unpleasant Paradox Realm as a
result...) and not too confident with Enigmas, Anais decides to
take a month between rolls.  Her base difficulty is 7 (4+level of
the rote) and her ST gives her -2 diff for taking a month, she
makes her first roll (4 successes!) and casts her Rote twice
(only once is required for Structuring, but she needs to get in
and out of the Umbra anyway), accumulating some paradox.  After a
few sessions, she gets some more 'down time' in which to work,
and makes two more rolls, (two months) and is up to 9 successes,
but has left enough time for some of the paradox to dissipate, so
still no backlash, yet.
     Anais has no time for research in the next Story, but she
does find herself fleeing through the foggy streets of San
Francisco, trying to escape from Pentex Fomori.  Desperate, she
chooses a moment when the fog is thickest, lights a stick of
incense, and does a very abbreviated version of her ritual
("Like, 2 seconds of abbreviated!" the player tells the ST). 
Anais finds herself still in the midst of San Francisco's
notorious fog... continuing on her way, she trips over an odd bit
of rope or cable - Weaver-webs! - she has made it into the Umbra,
and without Paradox!  (The player had convinced the ST that with
the fog making everything seem so indistinct, and the umbra being
a misty place the effect might be Coincidental).
     Inspired, Anais later simplifies her ritual and tries her
next experimental casting (another month later), this time
putting so much sage and incense in the brazier that the room
fills with smoke, she's up to twelve successes, and the effect
was 'practically coincidental' in her ST's words.  The player
describes Anais 'working feverishly for a few days, not even
stopping to sleep' and roleplays putting off her Werewolf friends
in the next session, generally playing up the obsessed mage
routine.  She renames her Rote "Into the Mists" and, early in the
morning, groggily goes out into the fog to try it out one last
time.  This time, she hasn't taken extra time (at least not
enough for a bonus) so her diff is 7, she successfully slips
through the fog and into the penumbra and gets that last needed
success on her Enigmas roll. 
     The player spends the 3 exp to finish structuring the Rote
and writes a short narrative describing how Anais researched it. 
The Rote has been Structured, but not as the 'Inner Mystery' the
player had in mind, instead it has Conditions - it can only be
cast when the character is surrounded by fog, mist, or smoke so
that her form is indistinct and she can barely see her
surroundings.  And, of course, the focus (the incense and
abbreviated ritual) is still needed.


One in a Million - The Rote works and is Paradox free or has
reduced Paradox.  However, this success is limited to the
specific focus the mage used in his researches.  All attempts to
reproduce the focus or teach the Rote to other mages fail.  It
may be some heavenly conjunction, or some unique ingredient that
allowed the Rote to be structured.  Whatever the case, the
fortuitous success can never be duplicated.  But, as long as the
mage retains the prototype focus, the Rote remains Structured. 
This particular result never happens for the same mage twice.

Containment - The mage finds a way to store the Paradox produced
by the Rote in a pattern (Life, Matter, or Forces).  This 'waste
product' is very dangerous and can rarely be just 'thrown away.'
Instead, it must be carefully contained - held prisoner, buried
or stored in some way.  When released, the patterned paradox does
something horrible - usually to the mage.

Fate - The mage, much as Tzar Vargo did, has stumbled upon
something that the consensus is somehow, inexplicably able to
accept.  The Structured Rote functions flawlessly and without
Paradox - even to the point of Sleepers being able to learn it -
for 1 Story.  However, as the Story unfolds it becomes clear that
unforeseen applications of the new technique could devastate the
human race in some way, that the world 'just isn't ready yet.' 
If the mage does not abandon the Rote, and allow all knowledge of
it to disappear, Fate (ie the Storyteller) will intervene with
increasingly improbable and severe disasters, until the Rote is
lost (this can include the death of a stubborn creator).

Ramifications - The paradox from the rote seems to just 'go
away.' In fact, it builds up, possibly far from the mage, until a
huge amount collects.  It then goes off, creating some horrifying
disaster (treat as an effect with Intensity equal to the level of
the Rote and Power equal to all the accumulated Paradox).

Exposure - The Rote produces a reasonably minor Side Effect or
Signature over an area based on the Paradox generated.  Though it
seems a particularly inoffensive effect, repeated exposure to the
'side effect' or 'signature' is dangerous.  There will be some
noticeable effects first, then at a number of exposures
determined by the Storyteller (exposures exceed Stamina or
Willpower or whatever), serious problems occur (loss of
Attributes, Derangement, etc) once these symptoms begin,
additional exposure causes ever-worsening effects, eventually
becoming irreversible and, ultimately, fatal.

Static Paradox Accumulation - The mage accumulates permanent
Paradox equal to that which would be generated by the effect. 
This Paradox just 'takes up space' on the Mage's
Quintessence/Paradox Wheel, it is not counted for backlashes,
quiets, or the like.  It does reduce the amount of Quintessence
the mage can store, and if enough is accumulated from different
Rotes to eclipse the mage's Avatar, that background is reduced as
the mage slowly loses contact with her mystical self.  If all 20
boxes are taken up, Dynamic Magick may well be lost, leaving the
mage with only the Static Rotes she has accumulated.  In such a
case, the mage may well go on to study Hedge Magic.
     In addition, Static Paradox could cause some other problems
as well (Storyteller's option):
     Overload - Whenever the effect generates more Paradox than
the mage has Static Paradox associated with it, a backlash effect
occurs, and the Static Paradox is increased to the new level.
     Permanent Flaws - The mage develops  permanent Paradox Flaw
based on the Static Paradox in her pattern.  Like the Static
Paradox, this never goes away.
     Paradiction - The mage's Static Paradox does dissipate (rate
determined by the Storyteller).  But, if it all dissipates, the
mage begins losing HL at the same rate.  Effectively forcing her
to use the Rote occasionally or die.  
     Pattern Bleeding - The mages paradox-laden pattern bleeds
Quint or HL (1 per week or month per point of Static Paradox). 
The mage is now a Thaumivore.

Static Belief - The mage manages to emplace the Rote within her
own belief system so perfectly that it ceases to draw Paradox
(for her).  This requires very dedicated work (months or years of
experimentation).  However, the mage also permanently loses the
ability to use one of the spheres used in the Rote without Foci. 
If she ever 'locks' more spheres than she has Arete, she loses
the ability to create new magicks.  From then on, she no longer
uses Sphere Magick and Arete.  Instead, her Structured Rotes are
re-defined as Hedge Magick (using the rules from WoD:Sorcerer)
and additional researches allow the mage to continue developing
Hedge Magickal abilities.


Ex:

Tony, (a Storyteller) doesn't have any ideas for his troupe's
next adventure, but he's been reading through the Structured
Paradox rules and notices 'Ramifications' (below).  He's used an
oh-so-Elite Virtual Adept as a plot hook before.  What if this
guy were to develop a Rote that lets him (and anyone he takes
with him) crash through Restrictions with Vulgar Correspondence 4
'without Paradox.'  That would be a very powerful ability,
especially since the players have been itching to strike back at
the Technocracy.  This would give them the opportunity - maybe
one of them could learn the rote as well, or they could encourage
other Virtuals to learn it...
     Then, when things seem to be going really well, he can drop
hints about the Ramifications.  One of the troupe will notice
subtle 'entropic vibrations' radiating from the breached
Restrictions.  They might notice that their favorite web sites
aren't being updated as often, that Newsgroups and Mailing-list
volumes are dropping off.  As things get close to a head,
Computer company stock prices will drop, there'll be a new
management fad about how "people work better without computers,"
enrollment in computer science classes will start to drop. 
Probably, before it gets that far, the players will figure it
out:
     The wonderful new 'Crash Restrictions' rote is releasing
paradox energies that are accumulating subtlety throughout the
Digital Web, building up into a massive Entropy 5 sort of effect
that will erase knowledge of or faith in computer technology from
the minds of thousands or millions of sleepers, possibly severing
it from the Consensus in some way, or at least dealing it a major
blow ("Intel stock plummeted today on that firm's admission that
their engineers had hit 'The Wall' - it appears that it is
physically impossible to continue creating ever faster and
smaller computers - at least with any known technology... Wall
Street analysts are not optimistic...").
     Of course, the hubris-ridden Elite will not willingly part
with his new magick, and the players will have to stop him - and
anyone else who's learned the effect - or watch a Tradition go
down in flames... Heck, they may even have to get help from
the Technocracy.  
     Tony chuckles evilly to himself...




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